Got the basics of sprites working

This commit is contained in:
JJ Bliss
2026-04-25 19:43:13 -04:00
parent 81abb061b3
commit c94e19c434
3 changed files with 166 additions and 54 deletions
+1 -1
View File
@@ -10,7 +10,7 @@ HARE_SOURCES != find . -name '*.ha'
build: build/meadow
run: build
build/meadow screentest.rom
build/meadow monospace.rom
build/meadow: $(HARE_SOURCES)
hare build $(LIBS) -o build/meadow src/
+47 -47
View File
@@ -17,13 +17,13 @@ export fn main() void = {
const win = sdl3::CreateWindow(
c::nulstr("Meadow\0"),
WIDTH, HEIGHT, 0)!;
WIDTH, HEIGHT, sdl3::WindowFlags::RESIZABLE)!;
defer sdl3::DestroyWindow(win);
const render = sdl3::CreateRenderer(win, null)!;
defer sdl3::DestroyRenderer(render);
sdl3::SetRenderDrawColor(render, 0, 0, 128, 255)!;
sdl3::SetRenderVSync(render,1)!;
// const img = image::LoadTexture(render, c::nulstr("./assets/mascot.jpg\0"))!;
// defer sdl3::DestroyTexture(img);
@@ -58,8 +58,12 @@ export fn main() void = {
let path = os::args[1];
let state: *uxn::uxn = uxn::uxn_init(path)!;
uxn::uxn_reset(state);
let next_refresh: u64 = 0;
const perf_freq: u64 = sdl3::GetPerformanceFrequency();
const frame_interval = perf_freq / 60;
const ms_interval = perf_freq / 1000;
for (run) {
//UXN stuff
const now: u64 = sdl3::GetPerformanceCounter();
if(state.running){
// fmt::printf("Next Step!\n")!;
uxn::uxn_step(state)!;
@@ -115,12 +119,18 @@ export fn main() void = {
};
};
};
if(now >= next_refresh){
next_refresh = now + frame_interval;
if(state.screen_vector != 0){
uxn::uxn_eval(state.screen_vector, state)!;
};
};
if(state.screen_size_changed){
let dims = uxn::get_window_size(state);
// fmt::printfln("Setting window to width: {:x} height: {:x}", dims.width, dims.height)!;
if((dims.width != 0) && (dims.height !=0)){
//TODO, check current dims
//
sdl3::DestroyTexture(meadow_texture);
let w: int = dims.width: int;
let h: int = dims.height: int;
@@ -142,34 +152,23 @@ export fn main() void = {
};
if(state.screen_update){
let pcount = 0;
const dims = uxn::get_window_size(state);
for(let y: u16 = 0; y <= dims.height: u16; y+=1 ){
for(let x: u16 = 0; x <= dims.width: u16; x+=1 ){
let colshort: u16 = uxn::get_color(x,y,state);
//take 16-bit color and transform to 32-bit number
//XRGB -> XXRXGXBX
// const r = (colshort & 0x0F00): u32 << (3*4);
// const g = (colshort & 0x00F0): u32 << (2*4);
// const b = (colshort & 0x000F): u32 << (1*4);
// const color: u32 = r | g | b;
// const data = pixeldata: *[*]u32; //
// if(colshort !=0x0fff){
// fmt::printfln("Pixel x: {:x} y: {:x} color: {:x}", x, y, colshort)!;
// };
// fmt::printfln("Pixel x: {} y: {} color: {:x} pcount: {:x}", x, y, colshort, pcount)!;
if(y == 0 && x < 64) colshort = 0;
const index: u32 = y: u32 * dims.width: u32 + x: u32;
// if(index < 10) fmt::printfln("pcount: {} index: {} x: {} y: {}", pcount, index, x, y)!;
pixeldata[index] = colshort;
pcount +=1;
};
// pixeldata[pcount] = 0;
// pcount += 4096;
};
const pitch: int = dims.width: int * 2;
fmt::printfln("Pitch is {}", pitch)!;
// fmt::printfln("Pitch is {}", pitch)!;
if(pitch > 0) sdl3::UpdateTexture(meadow_texture, null, pixeldata, pitch)!;
sdl3::RenderClear(render)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::RenderPresent(render)!;
state.screen_update = false;
};
@@ -178,38 +177,39 @@ export fn main() void = {
for (sdl3::PollEvent(&ev)) {
if (ev.event_type == sdl3::EventType::QUIT) {
run = false;
}else if(ev.event_type == sdl3::EventType::WINDOW_RESIZED){
let dims = uxn::get_window_size(state);
let w = ev.window.data1;
let h = ev.window.data2;
if((dims.width != w: u16) || (dims.height != h: u16)){
// fmt::println("Dimensions not allowed!")!;
//TODO handle this maybe
sdl3::DestroyTexture(meadow_texture);
let old_w: int = dims.width: int;
let old_h: int = dims.height: int;
fmt::printfln("Setting window to width: {} height: {}", w, h)!;
sdl3::SetWindowSize(win,w,h)!;
meadow_texture = sdl3::CreateTexture(render,
sdl3::PixelFormat::XRGB4444,
sdl3::TextureAccess::STATIC,
w,
h)!;
state.screen_update = true;
};
};
};
sdl3::RenderClear(render)!;
// sdl3::RenderClear(render)!;
// sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
// sdl3::RenderPresent(render)!;
// sdl3::Delay(1000 / 60);
// sdl3::RenderTexture(render, img, null, &sdl3::FRect {
// x = x: f32,
// y = y: f32,
// w = w: f32,
// h = h: f32,
// })!;
sdl3::RenderPresent(render)!;
sdl3::Delay(1000 / 60);
// x += xd;
// y += yd;
// if (x + w >= WIDTH) {
// xd = -1;
// };
// if (x <= 0) {
// xd = 1;
// };
// if (y + h >= HEIGHT) {
// yd = -1;
// };
// if (y <= 0) {
// yd = 1;
// };
sdl3::get_error()!;
};
+116 -4
View File
@@ -29,6 +29,7 @@ export type uxn = struct {
//TODO find a way to use these below
export def MAXWIDTH = 4096;
export def MAXHEIGHT = 2160;
export def SCREENRATE = 60;
//Screen consists of two layers of 2-bit pixels
export type uxn_screen = ([MAXWIDTH][MAXHEIGHT]u8, [MAXWIDTH][MAXHEIGHT]u8);
@@ -90,7 +91,7 @@ fn emu_deo(port: u8, value: u8, state: *uxn) void = {
case 0x2e =>
draw_pixel(value,state);
case 0x2f =>
yield;
draw_sprite(value,state);
case =>
if( port == 0x22 ||
port == 0x23 ||
@@ -133,13 +134,31 @@ fn draw_pixel(value: u8, state: *uxn) void = {
if(!fill){
// fmt::printfln("Pixel at x: {:x} y: {:x} color: {:x}", x, y, color)!;
const auto = state.dev[0x26];
let count = ((auto & 0xf0) >> 4): i8;
const auto_x = (auto & 0b00000001) != 0;
const auto_y = (auto & 0b00000010) != 0;
const auto_a = (auto & 0b00000100) != 0;
if(!layer1){
state.screen.0[x][y] = color;
} else {
state.screen.1[x][y] = color;
};
if(auto_x) {
const new_x = x + 1;
state.dev[0x28] = (new_x >> 8): u8;
state.dev[0x29] = (new_x): u8;
};
if(auto_y) {
const new_y = y + 1;
state.dev[0x2a] = (new_y >> 8): u8;
state.dev[0x2b] = (new_y): u8;
};
}else{
fmt::println("Doing Fill")!;
//TODO see if auto still happens with fill
// fmt::println("Doing Fill")!;
const dims = get_window_size(state);
const startx: u16 = if(flipx) {yield 0; }else{ yield x; };
const starty: u16 = if(flipy) {yield 0; }else{ yield y; };
@@ -162,6 +181,93 @@ fn draw_pixel(value: u8, state: *uxn) void = {
state.screen_update = true;
};
fn draw_sprite(value: u8, state: *uxn) void = {
//TODO handle fill
const colors = value & 0b00001111;
const auto = state.dev[0x26];
let count = ((auto & 0xf0) >> 4): i8;
const auto_x = (auto & 0b00000001) != 0;
const auto_y = (auto & 0b00000010) != 0;
const auto_a = (auto & 0b00000100) != 0;
const bpp2: bool = (value & 0b10000000) != 0;
const layer1: bool = (value & 0b01000000) != 0;
const flipy: bool = (value & 0b00100000) != 0;
const flipx: bool = (value & 0b00010000) != 0;
for(let i = 0; i <= count; i+=1){
const addr = short_from_bytes(state.dev[0x2c],state.dev[0x2d]);
const x = short_from_bytes(state.dev[0x28],state.dev[0x29]);
const y = short_from_bytes(state.dev[0x2a],state.dev[0x2b]);
copy_sprite_to_screen(bpp2,colors,x,y,addr,flipx,flipy,layer1,state);
if(auto_x) {
const new_x = x + 8;
state.dev[0x28] = (new_x >> 8): u8;
state.dev[0x29] = (new_x): u8;
};
if(auto_y) {
const new_y = y + 8;
state.dev[0x2a] = (new_y >> 8): u8;
state.dev[0x2b] = (new_y): u8;
};
if(auto_a){
const new_addr = if(bpp2) { yield addr + 16; } else { yield addr + 8; };
state.dev[0x2c] = (new_addr >> 8): u8;
state.dev[0x2d] = (new_addr): u8;
};
};
state.screen_update = true;
};
fn copy_sprite_to_screen(bpp2: bool, colors: u8, x: u16, y: u16, addr: u16, flipx: bool, flipy: bool, layer1: bool, state: *uxn) void = {
const bytes_per_sprite = if(bpp2) {yield 16;} else {yield 8;};
let xoff: u16 = 0;
let yoff: u16 = 0;
// fmt::printfln("Drawing Sprite to x: {} y: {}", x, y)!;
for(let i = 0; i < bytes_per_sprite; i+=1){
let data: u8 = state.ram[addr + i: u16];
const pixels: []u8 = if(bpp2){
yield [
(data & 0b11000000) >> 6,
(data & 0b00110000) >> 4,
(data & 0b00001100) >> 2,
(data & 0b00000011) >> 0 ];
} else {
yield [
(data & 0b10000000) >> 7,
(data & 0b01000000) >> 6,
(data & 0b00100000) >> 5,
(data & 0b00010000) >> 4,
(data & 0b00001000) >> 3,
(data & 0b00000100) >> 2,
(data & 0b00000010) >> 1,
(data & 0b00000001) >> 0 ];
};
for(let p .. pixels){
const color = p; //TODO handle right;
fmt::printfln("Drawing 2bpp: {} Sprite Pixel to x: {} y: {} color: {}", bpp2, x+xoff, y+yoff, p)!;
if(layer1) { state.screen.1[x+xoff][y+yoff] = p; }
else {state.screen.0[x+xoff][y+yoff] = p; };
xoff += 1;
if(xoff >= 8){
xoff = 0;
yoff += 1;
};
};
};
};
export fn get_color(x: u16, y: u16, state: *uxn) u16 = {
// check layer 1
let color = state.screen.1[x][y] & 0b00000011;
@@ -404,7 +510,7 @@ fn pop_or_get(inst: normal_op, off: u8, state: *uxn) (u8 | u16) = {
yield get_stack_val(inst.ret,inst.short, off,state);
};
};
fn uxn_eval(new_pc: u16, state: *uxn) (done | error ) = {
export fn uxn_eval(new_pc: u16, state: *uxn) (done | error ) = {
// let a: u16 = 0, b: u16 = 0, c: u16 = 0, x: [2]u16 = [0...], y: [2]u16 = [0...], z: [2]u16 = [0...];
state.pc = new_pc;
state.running = true;
@@ -833,6 +939,12 @@ export fn uxn_init(path: str) ( *uxn | error ) = {
};
io::close(romfile)!; //TODO, isn't there some kind of oversized roms?
//Initialize default size
state.dev[0x22] = 0x02;
state.dev[0x23] = 0x80;
state.dev[0x24] = 0x01;
state.dev[0x25] = 0xe0;
//Initialize default colors TODO look for .theme files
state.dev[0x08] = 0xf0;
state.dev[0x09] = 0x7f;
@@ -844,8 +956,8 @@ export fn uxn_init(path: str) ( *uxn | error ) = {
return state;
};
export fn uxn_reset(state: *uxn) void = {
state.pc = reset_vector;
state.running = true;
uxn_eval(reset_vector,state)!;
};
export fn uxnrun() void = {
if(len(os::args) < 2){